I managed to import a SweetHome3D room into Blender and now try to get the walls look as if they were painted using "sponge technique" i.e. covered with "ingrain wallpaper", painted with a basic color and then again using a sponge and a second color.

Any idea where I could find an existing material or how to create one myself? Images on the Net are usually not seamless and neither are ones that I could create with GIMP. Could Blender generate this effect procedurally?

Example: Example for sponge painted wall

Edit: Screenshot of not working node setup Screenshot of not working node setup

Edit: Final node setup

  • $\begingroup$ Its hard to say if I can't see what you need, are there any example images you could provide? $\endgroup$ – 3pointedit Apr 27 '17 at 10:20
  • $\begingroup$ I've added an example picture. $\endgroup$ – lathspell Apr 27 '17 at 11:05

Here is one result you could achieve with noise and voronoi textures:

enter image description here

The concept is fairly simple, first create two base shaders. Here it is the two sets of diffuse/ glossy. One for the darker and lighter color of the paint. Then, just mix between them with a noise texture.

The scale of the noise texture will control how much variation there is between the two layers, and where the variation falls. The color ramp will control the intensity of the transition between the layers. Changing the interpolation to ease or b-spline might be interesting depending on your needs.

Then use voronoi (or some other texture with high scale) for bump to give the texture of the wall.

Here is the node setup for the example above:

enter image description here

click to enlarge

  • $\begingroup$ I tried to use the node setup from your image but somehow it does not work. It only gives solid brown.What am I missing? See second attached image. $\endgroup$ – lathspell Apr 27 '17 at 22:33
  • $\begingroup$ You can tweak the color ramp going into the last mix shader (try holding shift to be more precise) for more control. This will mix more or less of the top or bottom socket into it. $\endgroup$ – Timaroberts Apr 27 '17 at 22:50
  • $\begingroup$ I wasn't aware that Blender does not generate a preview in Viewport-mode "Material" as it does for the image texture based materials. Only in rendering mode the noise pattern becomes visisble. I've added a screenshot of the values I've finanally used. $\endgroup$ – lathspell Apr 28 '17 at 23:03

Texture Mixing: (revised edition)

Addendum: 30/4/2017:

The question asked how texture mixing could be achieved for use on a wall or walls. This answer addresses that query and is NOT suggesting the idea be used as a form of Double Glazing on a model's surfaces as it were. Rather it be rendered out as a high definition image for use as a texture in it's own right and one not designed for tiling.

Addendum ends

It is possible to mix textures in Blender. You can do it with nodes or if not familiar with the compositor or Cycles, it can be reasonably achieved in Blender's 3D window.

I've used Blender's 3D window here to demonstrate basic mixing can be achieved this way for those not yet familiar with nodes and the compositor. There are no quirks to contend with apart from the inviso effect and that's easily circumvented as explained below.

The Blender file is included along with the noise (bkd) texture image packed with it. The working layout is as shown...

Set up a plane and scale it to slightly exceed the camera's viewport boundary. The camera's dimensions will match your rendering (output) dimensions.

Duplicate the first plane with SH-D and move it a little higher than the first.

Give both planes their own material slots.

Texture the lower plane, (background) with a noise texture and colour of your choice. You might like to bump it a little. (geometry slider in the image properties-->"Influence" tab)

The upper plane is textured with (in the example) a Blender (internally) generated "Stucci" pattern.

Give it this or the pattern you're looking for and reduce it's opacity in it's Material properties to obtain the mixing effect.

Chances are your lower plane has just vanished! This can happen when working in the viewport with the viewing mode set to "Material". It is an effect I've dubbed "Inviso" and can be overcome simply by either working in 'Rendered' or "Solid" viewing modes, or you can...


To overcome the Inviso effect -

(Tick or untick the top plane's "Transparency" box. That's found in it's properties panel at right, (little cube icon) under it's "Display" tab.

If the bottom plane is still invisible -

Parent the top plane (child) with the bottom plane, (parent) then unparent it again. You might then have to redo the Transparency tick box.


When you can see the lower plane again and mixing with the upper plane, both image properties can be toyed with to gain quite good variations and mixtures. You'll note that the upper plane's Stucci pattern now exhibits some of the lower plane's noise. i.e. they've mixed!

As with so many Blender features though, hands on experimentation is the best teacher.

The final mix is then rendered to a high res pic file for use as a texture.

  • $\begingroup$ Adding (duplicating) geometry can be problematic, not only you run the risk of Z-fighting, but when you deal with shapes that are more complex than a plane you'll run into overlapping faces and so on. If would be more convenient to create a complex material that combines different textures. $\endgroup$ – cegaton Apr 28 '17 at 23:32
  • $\begingroup$ Disagree @Cetagon, but thanks for your comment. There is no danger of Z fighting because one plane is ahead or above the other as I did mention. The final mix is output to a high res image and that used for texturing if need be. The whole point of the exercise was to demonstrate another and perhaps easier method to produce the mix. I would agree with those who might point out it's texturing limitations though, re pattern emergence. Noting that the answer isn't meeting approval I've redone it but the method is the same, so that'll probably get a few down ticks as well. ha ha. $\endgroup$ – Edgel3D Apr 29 '17 at 3:47

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